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Andrew Haining's Blog


Ratus Apparatus is a one man game developer (Andrew Haining, a.k.a. The Sombrero Kid) based in Glasgow, Scotland. I'm currently working on my first game Alaska which is due to be released in summer 2015. you can find out more about Alaska here, or by reading my development blog.

Member Blogs

Posted by Andrew Haining on Fri, 06 Mar 2015 07:16:00 EST in Programming, Indie
A quick summary of the pros and cons of the various engines at GDC this year.

Posted by Andrew Haining on Wed, 20 Aug 2014 06:01:00 EDT in Business/Marketing, Design, Indie
What I learned about entering the IGF last year, advice for devs and advice for the IGF!

Posted by Andrew Haining on Thu, 15 May 2014 04:30:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
No matter where you go in the games industry you'll find countless people telling you to start small "make something manageable that you'll get done quick or you'll never finish it" is the accepted wisdom but I believe this is bad advice.

Posted by Andrew Haining on Tue, 18 Mar 2014 05:13:00 EDT in Programming, Indie
I've been hearing a lot of people talking about Unity lately and I know a LOT of developers who've moved over to Unity to develop their games and this is a good thing, for now...

Posted by Andrew Haining on Wed, 26 Feb 2014 03:45:00 EST in Business/Marketing, Programming
I try and make sense of what little success in getting coverage for Alaska in the games press.

Posted by Andrew Haining on Tue, 11 Feb 2014 09:47:00 EST in Programming
Brief overview of The Agency Engine, my game engine I'm building Alaska on. This is reprinted from my development blog post

Andrew Haining's Comments

Comment In: [Blog - 07/06/2015 - 01:34]

Couldn 't agree more, not ...

Couldn 't agree more, not to mention it gross 100k which should 've been more than enough to perpetuate a 2 person studio.

Comment In: [News - 07/06/2015 - 02:50]

It was pretty clear from ...

It was pretty clear from the announcement that microsoft saw minecraft as the killer app for their universal app and cross platform iOS and Android compiler support so it was obviously going to be the C code they picked. This should open the way to a game that runs better ...

Comment In: [Blog - 06/22/2015 - 12:53]

I 'm baffled and terrified ...

I 'm baffled and terrified by tale off tales expectations, sunset has been on sale for a month and has already grossed over 100k. That 's fantastic, what where they expecting r n r nThe path has been on sale for a long time now and has 100k owners but ...

Comment In: [Blog - 05/05/2015 - 01:22]

There are several good reasons ...

There are several good reasons to prefer your own tech, chief among them are: r nYou can always rebuild and patch code not dependant on proprietary tools. r nIt 's easier to get started in custom engines but it 's much easier to finish using your own. r nThe middleware ...

Comment In: [Blog - 04/06/2015 - 01:43]

lately i 've been thinking ...

lately i 've been thinking it might be a good idea to compile scripts at run time with libclang and loading it dynamically, all the benefits none of the drawbacks.

Comment In: [Blog - 02/04/2015 - 01:54]

Yeah we can 't retcon ...

Yeah we can 't retcon A but there 's no reason why we can 't throw a compiler error to let you know you just done something that will hose the heap.